Some selected quotes from the article are below.
"The massively multiplayer online game World of Darkness had spent nine years in development but was being cancelled, and its production studio CCP Atlanta slashed to a sliver of its former size. Fifty-six people lost their jobs."
"There was another problem. Several members of the WoD development team told the Guardian that this early bump in the road was exacerbated by extreme disorganisation on the part of CCP’s Icelandic management. Very shortly after initial development began, the company started blurring the lines between the World of Darkness and Eve projects."
"I once saw him looking over the shoulder of a programmer at some bit of User Interface the poor guy had hacked together. He straightened up, put fingers to lips and said, ‘No, this isn't it at all. Make it more...psssshhhh’ He hissed on his fucking fingertips, like the air coming out of a bicycle tire, and then just walked away."
"But development of Incarna was not going smoothly. “As little as a few weeks out from launch, the lead designers were still trying to add features to the Captain’s Quarters,” says Blood. “But without the time or resources to properly do so, many things were left half-delivered, to be iterated upon later – which never happened. CCP has an extensive track record of promising to return to features and never doing so. There was little discipline to the process.”"
"Speaking to Rock Paper Shotgun during the annual Eve Fanfest in May, CCP CEO Hilmar Veigar Pétursson, showed some acknowledgement of the company’s mistakes over the past few years. “I would say we’re re-focusing on simpler strategies and smaller teams,” he said. “I think that helped make us successful: EVE was made like that. And maybe we scaled up our teams and our ambitions too rapidly.”"